Rogue
Quick, slippery and lethal from behind. Energy flows back fast, but never fast enough.
Abilities
A quick twin-dagger slash.
Strike from behind. 30% more damage on stunned, incapacitated or frozen targets.
Crack the target with your dagger hilt. It is stunned, and hitting it does not wake it up.
Talents
Assassin
DamagePoisoned blades, bleeding wounds and Ambush from behind.
Opportunist (main tree passive): Attacks from behind deal 10% more damage and have +10% critical chance.
Shadow
DamageStealth, speed and dodging. Never where they strike.
Elusive (main tree passive): +6% dodge and 10% more damage. Every dodge refunds 15 Energy.
Duelist
DamageFootwork, parries and perfectly timed counters.
En Garde (main tree passive): After a reaction or a Lunge your next 2 attacks deal 35% more damage. +7% dodge against attacks from the front.
Class quests
Sunderkeep 1
| Quest | Type |
|---|---|
| [1] A Trade of Your Own | Rogue |
Masters of the Craft 1
| Quest | Type |
|---|---|
| [2] Quiet Boots | Rogue |
The Vanishing Act 8
| Quest | Type |
|---|---|
| [2] A Note Under the Goblet | Rogue |
| [4] Light Fingers | Rogue |
| [6] The Dead Drop | Rogue |
| [9] Cooking the Books | Rogue |
| [11] A Borrowed Face | Rogue |
| [14] Bitter Medicine | Rogue |
| [16] Smash and Dash | Rogue |
| [19] The Disappearing Act | Rogue Finale |
Your Class Order 4
| Quest | Type |
|---|---|
| [5] The Gilded Rats | Rogue |
| [Any] Lost and Found | Rogue Daily |
| [Any] Moving Merchandise | Rogue Daily |
| [Any] Casing the Joint | Rogue Daily |
Sets
Cutpurse Leathers
- 2 pieces: +3% Dodge
- 4 pieces: Sticky Fingers: +15% gold from victories and +2% Critical
Nightglass Leathers
- 2 pieces: +3% Critical
- 4 pieces: +3% Dodge and +4% Power
Ashveil Leathers
- 2 pieces: +3% Critical
- 4 pieces: +4% Dodge and +3% Power
Rivenshade Leathers
- 2 pieces: +4% Critical
- 4 pieces: +5% Dodge and +5% Power
Umbralstep Leathers
- 2 pieces: +6% Critical
- 4 pieces: +7% Dodge and +9% Power
- 2 pieces: +1% Dodge
- 4 pieces: +1.5% Critical
- 7 pieces: +1.5% Critical and +1.5% Power
- 2 pieces: +1.5% Dodge
- 4 pieces: +2% Critical
- 7 pieces: +2% Critical and +2% Power
- 2 pieces: +1.5% Dodge
- 4 pieces: +2% Critical
- 7 pieces: +2% Critical and +2% Power
- 2 pieces: +2% Dodge
- 4 pieces: +2.5% Critical
- 7 pieces: +2.5% Critical and +2.5% Power
- 2 pieces: +2.5% Dodge
- 4 pieces: +3.5% Critical
- 7 pieces: +3.5% Critical and +3.5% Power
Viperhide Leathers
- 2 pieces: +3.5% Critical
- 4 pieces: +4% Dodge and +4.5% Power
- 5 pieces: Your melee hits have a 20% chance to envenom the target for 25% of the hit as extra nature damage.
Gladiator's Leathers
- 2 pieces: Take 6% less damage from players.
- 4 pieces: Control from players lasts 10% shorter on you.
- 7 pieces: Back to the Wall: Below 35% health you take 6% less damage from players.
- 2 pieces: +2% Critical
- 3 pieces: +3% Dodge and +2% Power
Saltshade Leathers
- 2 pieces: +3% Critical
- 3 pieces: +4% Dodge and +3% Power
Cogshadow Leathers
- 2 pieces: +3% Critical
- 3 pieces: +5% Dodge and +3% Power
Ashwood Forest
Fernstalker Leathers
- 2 pieces: +1% Critical
- 4 pieces: +1% Power
- 6 pieces: +1% Dodge and +1% Critical
- 8 pieces: Your melee hits have a 12% chance to strike again for 13% of the hit as nature damage.
Hollowpine Garb
- 2 pieces: +1% Power
- 4 pieces: +1% Dodge
- 6 pieces: +1% Critical and +1% Power
- 8 pieces: Your melee hits have a 10% chance to make your next hit 15% stronger.
Brackenblade Leathers
- 2 pieces: +1% Dodge
- 4 pieces: +1% Critical
- 6 pieces: +8 Health and +1% Dodge
- 8 pieces: Your critical hits have a 30% chance to strike again for 8% of the hit and ward you for 1% of your health.
Sunscar Canyon
Dustcloak Leathers
- 2 pieces: +1% Critical
- 4 pieces: +1% Power
- 6 pieces: +1% Dodge and +1% Critical
- 8 pieces: Your melee hits have a 12% chance to strike again for 14% of the hit as nature damage.
Sunshade Garb
- 2 pieces: +1% Power
- 4 pieces: +1% Dodge
- 6 pieces: +1% Critical and +1% Power
- 8 pieces: Your melee hits have a 10% chance to make your next hit 17% stronger.
Duneblade Leathers
- 2 pieces: +1% Dodge
- 4 pieces: +1% Critical
- 6 pieces: +10 Health and +1% Dodge
- 8 pieces: Your critical hits have a 30% chance to strike again for 9% of the hit and ward you for 1% of your health.
Emberpeak
Sootstep Leathers
- 2 pieces: +1% Critical
- 4 pieces: +2% Power
- 6 pieces: +1% Dodge and +1% Critical
- 8 pieces: Your melee hits have a 12% chance to strike again for 17% of the hit as nature damage.
Smokeveil Garb
- 2 pieces: +2% Power
- 4 pieces: +1% Dodge
- 6 pieces: +1% Critical and +1% Power
- 8 pieces: Your melee hits have a 10% chance to make your next hit 20% stronger.
Sparkblade Leathers
- 2 pieces: +1% Dodge
- 4 pieces: +1% Critical
- 6 pieces: +13 Health and +1% Dodge
- 8 pieces: Your critical hits have a 30% chance to strike again for 10% of the hit and ward you for 2% of your health.
Hoarfell
Snowstalker Leathers
- 2 pieces: +2% Critical
- 4 pieces: +2% Power
- 6 pieces: +1% Dodge and +1% Critical
- 8 pieces: Your melee hits have a 12% chance to strike again for 19% of the hit as nature damage.
Whiteveil Garb
- 2 pieces: +2% Power
- 4 pieces: +2% Dodge
- 6 pieces: +1% Critical and +1% Power
- 8 pieces: Your melee hits have a 10% chance to make your next hit 22% stronger.
Icefang Leathers
- 2 pieces: +2% Dodge
- 4 pieces: +2% Critical
- 6 pieces: +16 Health and +1% Dodge
- 8 pieces: Your critical hits have a 30% chance to strike again for 11% of the hit and ward you for 2% of your health.
Mournfen
Reedstalker Leathers
- 2 pieces: +2% Critical
- 4 pieces: +2% Power
- 6 pieces: +1% Dodge and +1% Critical
- 8 pieces: Your melee hits have a 12% chance to strike again for 21% of the hit as nature damage.
Fogveil Garb
- 2 pieces: +2% Power
- 4 pieces: +2% Dodge
- 6 pieces: +1% Critical and +2% Power
- 8 pieces: Your melee hits have a 10% chance to make your next hit 25% stronger.
Gloamblade Leathers
- 2 pieces: +2% Dodge
- 4 pieces: +2% Critical
- 6 pieces: +19 Health and +1% Dodge
- 8 pieces: Your critical hits have a 30% chance to strike again for 12% of the hit and ward you for 2% of your health.
Tidewild
Buccaneer Leathers
- 2 pieces: +2% Critical
- 4 pieces: +3% Power
- 6 pieces: +1% Dodge and +1% Critical
- 8 pieces: Your melee hits have a 12% chance to strike again for 23% of the hit as nature damage.
Riptide Garb
- 2 pieces: +3% Power
- 4 pieces: +2% Dodge
- 6 pieces: +1% Critical and +2% Power
- 8 pieces: Your melee hits have a 10% chance to make your next hit 27% stronger.
Swashbuckler Leathers
- 2 pieces: +2% Dodge
- 4 pieces: +2% Critical
- 6 pieces: +22 Health and +1% Dodge
- 8 pieces: Your critical hits have a 30% chance to strike again for 14% of the hit and ward you for 2% of your health.
Crownfall
Windstalker Leathers
- 2 pieces: +2% Critical
- 4 pieces: +3% Power
- 6 pieces: +2% Dodge and +2% Critical
- 8 pieces: Your melee hits have a 12% chance to strike again for 25% of the hit as nature damage.
Cloudveil Garb
- 2 pieces: +3% Power
- 4 pieces: +2% Dodge
- 6 pieces: +2% Critical and +2% Power
- 8 pieces: Your melee hits have a 10% chance to make your next hit 29% stronger.
Galeblade Leathers
- 2 pieces: +2% Dodge
- 4 pieces: +2% Critical
- 6 pieces: +24 Health and +2% Dodge
- 8 pieces: Your critical hits have a 30% chance to strike again for 15% of the hit and ward you for 3% of your health.
Class order
The Gilded Rats: The rogues of the Murk: a crew, a den behind a bookcase, and a rat in a very small crown. Led by Harry Hoodini, Master of Shadows; its quartermaster is Fence Washington, The Gilded Rat, the Murk. Only Rogue characters can join it or see it.
Reputation from: Harry Hoodini's quest line, The Vanishing Act; The crew's daily work from Fence Washington; Treasure dug up and vaults cracked. Exalted title: Name of the Gilded Rat.
| Reward | Standing | Gold |
|---|---|---|
| Friendly | 450 | |
| Honored | 1,800 | |
| Exalted | 6,500 | |
| Friendly | 400 | |
| Honored | 1,500 | |
| Exalted | 9,000 |
Profession
Leatherworking: Work hides into leather armor and belts built for speed and stealth, and cure the hides other crafters rely on.